Seemed balanced at the outset -- the 4 heroes had many more opportunities to make two rolls to get control of the ghost before the traitor made two rolls, but were constrained to getting to the Pentagram in order to attempt them.

The heroes were able to get two explorers into the Pentagram and got control of the ghost before the traitor's second turn. However the set of tasks they then had to complete proved insurmountable. None of the 5 relevant rooms were in the house, but they had planned ahead by getting folks into position on each floor to search for them. They proceeded to find the Master Bedroom and Graveyard on the very first opportunities after getting the ghost. The player finding the room got the body on the first try, but the heroes had to wait for that player's next turn to move it further since items can only be given, not taken. Time ran out before they could get it to the Graveyard.

Time was *way* too short to be feasible. Only 8 turns could be taken to bury the bones, and since the traitor is a "player" 2 of those turns were consumed by the enemy. ("At the end of each player's turn...") For the heroes to win this way the rooms would have to be present or found immediately, no more than 1 turn of movement away from each other, hero positioning and turn order lucky enough to find and move the body efficiently, both stat rolls made successfully on the first try, and all completely unhampered by the traitor player.

So, the traitor got control of the ghost. One of the heroes had a 7 Sanity and the Ring so they thought they had a good shot. One turn after the traitor got control of the ghost (ie after the next player's turn), a room collapsed next to two heroes, including the 7 Sanity guy, killing them instantly without warning. The attic wasn't in the house, so the traitor had been able to pick an upper floor room that killed the players that had congregated near the Master Bedroom..

The killer collapsing room rules were very confusing. "One unoccupied room collapses at the end of each turn," good so far. "A room can't collapse unless it is adjacent to another collapsed room," that's clear too. "If an adjacent room is occupied, all explorers in that room are killed when that room collapses," ?!?! That room *can't* collapse *because* it's occupied! Eventually we concluded it meant that explorers adjacent to a room that collapses are killed.

The instant-death effect was too much for game-balance. It would have been better if the traitor had to choose a room far enough away from the heroes that they'd have a chance to run.

Flaws notwithstanding, a fun scenario since it packed good surprises for both sides.